The Saboteur“Your pretty empire took so long to build. Now, with a snap of history's fingers, down it goes.”Spies. Revolutionaries. Anarchists. They go by many names, and it often depends on who you ask. Saboteurs are the unsung heroes who succeed where many before have failed. Whether simply creating a distraction or single-handedly toppling a nation, Saboteurs have the right tools and brilliance for any mission.
MAKING A SABOTEUR Saboteurs excel at slipping in and out unnoticed before their scheme is revealed, always with explosive results. A Saboteur's bright ideas define them, and their grand displays of ingenuity mark the unique way they go about getting the job done. Rather than being prepared for every conceivable obstacle, Saboteurs must be good at thinking on their feet, as doing so is often the difference between a successful mission and being discovered or worse.
Abilities: Intelligence is the most important ability of a Saboteur, as it dictates how skilled they are and how strong their abilities are. Dexterity follows closely behind, as it helps in going unnoticed and dodging attacks, as well as aiming their thrown explosives. As with any class, Constitution is important for determining how hardy a Saboteur is. Wisdom helps maintain a sharp eye and keen hearing, valuable traits for any Saboteur.
Races: Any race can make a good Saboteur. Humans tend to blend in with a crowd during infiltration, though smaller races are better at not being noticed in the first place.
Alignment: Any, though rarely Lawful, Some Saboteurs tend toward Chaotic alignments if their goal is anarachy, while a Neutral Saboteur's motivation may be either to restore balance or work for personal gain. Saboteurs may work for good and noble causes, or evil and nefarious causes. However, a Saboteur's very purpose is anathema to lawful pursuits. Some that consider themselves patriots may have lawful tendencies.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As Rogue.
Table: The Saboteur | HD: d8 |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6/+1 | +6/+1 | +7/+2 | +8/+3 | +9/+4 | +9/+4 | +10/+5 | +11/+6/+1 | +12/+7/+2 | +12/+7/+2 | +13/+8/+3 | +14/+9/+4 | +15/+10/+5 |
| Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Ref Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
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Special | Explosives, Trapfinding, Bright Idea (least) | Evasion | Precision Bombing | Uncanny Dodge | In Like Flynn | Clever, Bright Idea (lesser) | Improved Precision Bombing |
| Improved Evasion |
| In Like Flynn II | Bright Idea (greater) |
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| In Like Flynn III | Bright Idea (master) |
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| Bright Ideas | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 |
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Skills (4 + Int modifier, x4 at 1st level): Appraise, Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Hide, Knowledge (Arch + Eng), Knowledge (Dungeoneering), Knowledge (Local), Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device
Class FeaturesWeapon and Armor Proficiencies: Saboteurs are proficient in all simple weapons and martial ranged weapons. They are proficient with light armor, but not with shields.
Explosives: Starting from 1st level, a Saboteur learns how to mix simple substances to create highly explosive devices. These explosives deal fire damage, but since they also include damage from shrapnel and other explosive substances, these explosives ignore an amount of energy resistance equal to 1/2 the Saboteur's class level.
At first level, these grenade-like explosives function much like a flask of alchemist's fire, requiring a ranged touch attack and dealing 1d6 fire damage plus the Saboteur's Intelligence modifier with a direct hit to the target square. Creatures in any square adjacent to the target's square (referred to as the splash zone), take minimum damage, or 1/2 damage with a successful Reflex saving throw (for instance, a Saboteur at first level with a 16 Intelligence deals 1 plus Intelligence modifier (3) damage in the splash area, for 4 damage, or 2 with a successful save). These explosive grenades have a range increment of 20 ft.
For every two levels in the Saboteur class after first, the base damage of these grenades improves by 1d6 (dealing 2d6 damage at 3rd level, 3d6 at 5th, and so on).
Throwing an explosive is an attack action, and the Saboteur may throw more than one in a round if they gain extra attacks from having a high base attack bonus. These take the usual penalties, and qualify for weapon-based feats such as Weapon Focus, Point Blank Shot, and so on (though a Saboteur can not gain extra explosives attacks in a round from feats such as Two-Weapon Fighting, Rapid Shot or Manyshot). The Saboteur activates his or her explosives when used, and thus other creatures can not accidentally set one off or use any of the explosives without special instruction by the Saboteur. Even then, any creature other than the Saboteur must make a successful Knowledge (Engineering) check at a DC of 20 + the Saboteur's class level to properly activate the explosive.
The save DC of any of the Saboteur's abilities is equal to 10 + 1/2 class level + the Saboteur's Intelligence modifier.
Trapfinding: You gain the Trapfinding ability of a Rogue, and thus can find and disable traps with a DC higher than 20, including magical traps.
Bright Idea: The Saboteur is constantly inventing new ways to do his job or make it easier. At 1st level, the Saboteur gains access to a suite of useful tricks and gadgets that strike his or her teammates with awe. Saboteurs discover one Bright Idea at 1st level and 2nd level, and discover a new one every two levels after 2nd. They begin only with access to least-grade Bright Ideas, increasing to lesser at 6th level, greater at 12th level, and finally master-grade Bright Ideas at 18th level. Some of these inventions improve the Saboteur's explosives, while others are altogether separate. Through constant tinkering and tweaking, several of the lower-level Bright Ideas even remain potent into later levels. A Saboteur may gain access to any grade of Bright Idea that they have access to. See the list of Bright Ideas below (or work with your DM to create new, level-appropriate Bright Ideas).
At 4th level and every 2 levels thereafter, a Saboteur may decide to replace one of his Bright Ideas with any other of the same grade. Thus, a least Idea can be replaced with any other least Idea, but cannot be replaced with a higher-grade Idea.
Evasion: By 2nd level, you've gained proficiency at dodging out of the way of explosions through trial and error, and gain the Evasion special ability. This ability only works when the Saboteur is wearing light or no armor.
This ability becomes Improved Evasion starting at 9th level.
Precision Bombing: Starting at 3rd level, you've gained mastery over the throwing of your grenades. You gain Shaped Splash (RoE, pg. 111) as a bonus feat, applicable only to explosives that you or another Saboteur have made.
Furthermore, you may now plant explosives to any solid surface and leave it there without it exploding right away. You may choose whether this is a delayed time-bomb, setting a pre-determined duration until explosion, or whether it is a triggered bomb. The trigger works at up to Medium range, and takes a swift action to activate. These explosives have no other effects except as determined by the type of explosive you decide to plant.
Uncanny Dodge: Starting at 4th level, a Saboteur can react to danger before his or her senses would normally allow her to do so. You retain your dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
If a Saboteur already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.
In Like Flynn: Saboteurs are used to descending deep below a building to access its supporting structure, climbing to its highest spire, or even swimming below the waves to blow through an aquatic entryway. At 5th level, you choose one mode of movement, gaining a burrow or climb speed of 15 ft., or a swim or fly speed of 30 ft. This choice improves its speed by 5 ft. for every two class levels after 5th. Unless otherwise noted, these movement modes are Extraordinary (Ex) abilities and follow the rules presented under the respective entries in
Special Abilities->Movement Modes:
- Burrow: A Saboteur with a burrow speed has devised special digging claws that can dig through dirt at their full burrow speed, or through stone at half their speed (rounded down to the nearest 5-ft. increment); they may choose whether or not to leave a tunnel behind them while digging through dirt, but not through stone. Your digging claws do not occupy a body slot as a magic Hands slot item would since they fit over any such item; they are not made for use as a weapon and any such attempt to use them as such incur improvised weapon penalties.
- Climb: A Saboteur with a climb speed has adhesive gloves or some other climbing apparatus, and has a +8 racial bonus on all Climb checks.
- Swim: A Saboteur with a swim speed has trained to hold their breath exceptionally long while under water, and has flipper-like coverings for their hands and feet. They can move through water at their swim speed without making Swim checks. They have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Furthermore, they can hold their breath for up to one minute per point of Constitution rather than the normal limit.
- Fly: A Saboteur with a fly speed has built a personal gyrocopter or jetpack (depending on the technology level of the campaign; consult your DM) and can move through the air with average maneuverability at the indicated speed if carrying no more than a light load. However, your flying machine is unstable or has limited fuel, and can only support you for a number of minutes per day equal to your class level (this time can be distributed throughout the day as you see fit). Since only you know the secret tricks that keep your invention running without falling apart, no other creatures can strap on your device in an attempt to gain a fly speed, as it simply does not work for them.
Clever Dodge: Saboteurs are nimble, but their best defense remains their sharp mind. Saboteurs may add their Intelligence bonus, if any, as a Dodge bonus to AC. Any situation or effect that negates a character's Dexterity bonus, such as being flat-footed, also negates any dodge bonuses the character may have.
Improved Precision Bombing: At 7th level, you know how to handle your explosives such that you can exclude a number of 5-ft squares out of the blast zone equal to 3 + your Intelligence modifier (minimum 1), in addition to the squares adjacent to direct-hit targets granted by your Shaped Splash feat.
In Like Flynn II: At 11th level, the Saboteur's ability to get in to restricted spaces becomes supernatural; You can select one more movement mode from the In Like Flynn list, and the mode selected at 5th level improves as follows:
- Burrow: You gain the Earth Glide ability, like that of an earth elemental, following all the same rules, though you move at your burrow speed. This is a (Su) ability.
- Climb: You have constructed a set of four mechanical tentacle-arms which, through magical and mechanical experimentation, you have fused to your body. These provide a permanent Spider Climb effect on you, as the spell, though you move at your full climb speed. Furthermore, you have perfect balance, and are immune to being knocked prone such as from a natural or magical earthquake and to being tripped by any enemy. You may, of course, choose to fall prone if you so desire. These extra arms can hold items for you, including a shield if you so desire, but are still somewhat unwieldy; they can not be used as weapons, nor do they grant you extra attacks or actions in a round. These are (Ex) abilities.
- Swim: You no longer need to breathe in order to survive, and your body is not subject to damage from the tremendous pressure of the ocean depths. As a result, you are also immune to the damage resulting from the Crush or Constrict special attacks of some creatures. Lastly, you have a permanent Freedom of Movement effect on you, as the spell. These are (Su) abilities.
- Fly: You have constructed a set of powerful mechanical wings which, through magical and mechanical experimentation, you have fused to your body. Your maneuverability improves to Good and your fly speed improves by an additional 30 ft. Furthermore, you can fly while carrying a medium load, and have no limit on the duration of your flight. This is an (Ex) ability.
In Like Flynn III: At 17th level, the additional movement mode you selected for In Like Flynn II improves to match its counterpart in that entry. Furthermore, both of your movement modes from this class feature gain an additional speed boost of 30 ft (therefore, racial movement modes and those gained through other abilities and effects do not benefit from this speed boost).